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Might as well start with the good. I think I’m finally getting used to that jagged, blocky look people have in 3D games of late. I sort of expect all the women to have spiky hair, and for all the men’s suits to look like they’re half wool, half bamboo. Art of Murder isn’t 3D, with absolute freedom of movement. I believe it’s prerendered backgrounds with polygonal people. Hence the blockiness. But the backgrounds and objects look terrific. I spent a lot of the game thinking, “Gee, I wish I had a desk like that.” I’m not a techie and I only bring this up to point out that in even an essentially average game these days the graphics are excellent. As a lifelong New Yorker, even I was impressed with some of the city scapes and buildings. None of the places in the game even remotely match the real places in Manhattan, but most people will never know that.
I slapped Art of Murder onto my brand spanking new Gateway running Vista. Only this new computer came with what’s called a widescreen LCD monitor. Which I really like, except when playing games, especially ones that won’t run in a window. I played Art of Murder with everyone in it stretched out like Silly Putty images. I guess I kind of got used to that too. I was surprised that the mouse movement was rather sluggish. It seems that even though this new machine has the graphics chops to run Vista smoothly, they’re not the same kind of chops you need to run games. In short, I’d say you’d do well to have at least a 32 meg honest-to-god graphics card to play Art of Murder normally.
That’s okay. I don’t play adventure games for the plot either. A good one is just icing on the old cake. I’m not sure you can even have a genuine plot in an adventure. How do you maintain suspense when everyone’s looking around for small, obscure items half the time? The plot in an adventure is simply an excuse to send everyone off on a wild goose chase. To me, an adventure game is mostly about being transported to someplace exotic, even magical, where I have to uncover all the secret passages.
Don’t get me wrong. There are some surprises in this game, even some magical moments here and there. But gameplay is linear. With a vengeance. Agent Bonnet has what appears to be a Chevy Camaro that she drives everywhere, and always gets a parking space right in front of the big museum. Just how it really is in Manhattan. The funny part is that when you enter the car you get the standard unfolded map you’ve met in a thousand other adventures, only – there is never more than one location you can drive to. Not once. Moreover, the game designers largely treat you like a six-year-old child they don’t want wandering off anywhere unnecessarily. Every situation you walk into has to be solved right there. If you try to go back to the car, Ms. Bonnet announces, “There’s one more thing I have to do.” You’re locked in until you figure out the solution to that suite of rooms. In effect, Art of Murder plays like a string of “escape the room” games. The game designers are so scared you’re going to waste your time looking in the wrong place, they decided it’s simpler just to slap your hand and tell you to stay in your room until you’ve cleaned it up.
Agent Bonnet is also too chatty for my taste. She speaks up every time you try anything. If it’s something that doesn’t work out she usually says, “That was stupid.” Hearing “that was stupid” four hundred times in the course of an hour can grate on your nerves, take my word for it. But that’s not the annoying part. The annoying part is the way she chirps up and pats you on the back when you do something right. After a while I felt like I was taking part in a 12-step program, not playing a game. Art of Murder also has more than its share of pixel hunting. The graphics are so detailed you can’t actually see the pixels, but you’ll still spend a good while wandering around looking for hotspots. (If, like me, you’re too stubborn to click the hint icon. See below.) The game at times feels like one of those “hidden object games” that are so popular now on the web. To be fair, there are a handful of true brain teasers in the game. There’s even a rather quirky maze. I won’t spoil that one for you. Just wait.
Art of Murder also has a hint system. Just to add insult to injury, I guess. I only accessed it once, by mistake. The icon is a magnifying glass, which to me signifies “close-up.” What I got instead was a hint I definitely did not want. It also slowly dawned on me that Chatty Cathy was giving out incrementally more revealing info each time I clicked on an object in my inventory for a description. Once again the game was foisting “help” on me. I started to get the feeling that Ms. Bonnet was not a Special Agent for the FBI at all, but my Third Grade teacher, just hovering over me hoping I’d chance upon the correct answer, but, if not, ready to jump in and “assist.” Instead of playing the game concentrating on the puzzles, in other words, you end up playing the game trying to outmaneuver the interface. I mean, come on. It’s not like the puzzles are that hard to begin with.
A couple of product warnings. Art of Murder does have a few scenes of gore, and it does, oddly, toss in a genuine cuss word every now and then. I think this, again, might fall into the “lost in translation” department. Game writers in Poland may not know the difference between “damn” and a real eye-opener. So parents and the squeamish take note. (On the game’s City Interactive flash web page, the game is rated as 16+.) It’s also possible to die and get a “Game Over” screen. I know of one lethal spot for sure, because I waltzed right into it. Presumably, there might be others. I feel obligated to point out that “The Simple Art of Murder” is the title of a collection of mystery stories by Raymond Chandler. Now, there’s where you’ll find good plots. Comparing this game to Chandler is decidedly unfair. But I am going to bring up a few adventure games that tackled the “crime drama” to far better effect. Both of Sierra’s Laura Bow games, The Colonel’s Bequest and The Dagger of Amon Ra, despite their age, are excellent detective games. In both you will feel like a real sleuth, trying to uncover dastardliness. Likewise, both of the Electronic Arts Sherlock Holmes games, if you can find them, The Case of The Serrated Scalpel and The Case of The Rose Tattoo are excellent adventures that put you right in Sherlock’s deerstalker. The interrogations in these latter two are the best in a game I’ve ever come across. LucasArts’ Grim Fandango plays like a tongue-in-cheek noir mystery, and it is one of the greats. Detective stories and adventure games should be a natural pairing, I suppose. After all, both are concerned with hunting for clues and solving problems. Art of Murder gives it a decent try but doesn’t quite rise to the challenge. Poor Agent Bonnet has beauty but not brains.
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